// Use this for initialization void Start () { tempStateHolder = GameObject.Find ("TempState"); if (tempStateHolder) { tempState = tempStateHolder.GetComponent<TempState> (); tempState.state ["playerOne"] = "Red"; tempState.state ["playerTwo"] = "Green"; } }
public GameManagerAppWorker(string[] args) : base(new GameManagerConversationFactory()) { GameInfo = new GameInfo(); StartUpState = new StartUpState(this, args); TempState = new TempState(this); currentState = StartUpState; }
void Start() { //Initialize some physics. Physics2D.gravity = new Vector2(0.0f, -10.0f); tempStateHolder = GameObject.Find ("TempState"); if (tempStateHolder) { tempState = tempStateHolder.GetComponent<TempState> (); } }
// Use this for initialization void Start() { tempStateHolder = GameObject.Find("TempState"); tempState = tempStateHolder.GetComponent <TempState> (); if (tempState) { print("NEW SCENE LOAD : " + tempState.char1); } }
void Awake() { // Checks for conflicting instances if (Instance == null) { Instance = this; } DontDestroyOnLoad(gameObject); }
void Awake () { // Checks for conflicting instances if (Instance == null) { Instance = this; state = new Dictionary<string, string>(); } else if (Instance != this) { Destroy (gameObject); } DontDestroyOnLoad (gameObject); }
public override string ToString() { string returnval = ""; if (PrinterState != null) { returnval += PrinterState.ToString() + "SDState: " + SDState + "\n"; } if (TempState != null) { returnval += TempState.ToString(); } return(returnval); }
// Use this for initialization void Start () { tempStateHolder = GameObject.Find ("TempState"); if (tempStateHolder) { tempState = tempStateHolder.GetComponent<TempState> (); } if (tempState) { if (tempState.state["playerOne"] == tempState.state["playerTwo"]) { p2.GetComponent<Renderer> ().material.SetColor ("_Color", new Color(.6f, .6f, .6f, 1f)); } if (tempState.state["playerOne"] == "Green") { p1rot.RotationAngle = 90; p1chargeRot.RotationAngle = 90; p1Portrait.GetComponent<Image>().color = Color.green; } else if (tempState.state["playerOne"] == "Blue") { p1rot.RotationAngle = 240; p1chargeRot.RotationAngle = 240; p1Portrait.GetComponent<Image>().color = Color.blue; } else if (tempState.state["playerOne"] == "Purple") { p1rot.RotationAngle = 300; p1chargeRot.RotationAngle = 300; p1Portrait.GetComponent<Image>().color = Color.magenta; } else { p1rot.RotationAngle = 0; p1chargeRot.RotationAngle = 0; p1Portrait.GetComponent<Image>().color = Color.red; Debug.Log(p1rot.rotateColor()); } if (tempState.state["playerTwo"] == "Red") { p2rot.RotationAngle = 0; p2chargeRot.RotationAngle = 0; p2Portrait.GetComponent<Image>().color = Color.red; } else if (tempState.state["playerTwo"] == "Blue") { p2rot.RotationAngle = 240; p2chargeRot.RotationAngle = 240; p2Portrait.GetComponent<Image>().color = Color.blue; } else if (tempState.state["playerTwo"] == "Purple") { p2rot.RotationAngle = 300; p2chargeRot.RotationAngle = 300; p2Portrait.GetComponent<Image>().color = Color.magenta; } else { p2rot.RotationAngle = 90; p2chargeRot.RotationAngle = 90; p2Portrait.GetComponent<Image>().color = Color.green; } } }
/// <summary> /// Release a temporary notification so it can be recycled for later use. The notification should have been created using /// a static Create method on the notification type itself. /// </summary> /// <param name="notif"></param> public static void Release(Notification notif) { if (notif == null) { throw new System.ArgumentNullException("notif"); } if (_tempNotifTable == null) { return; } var tp = notif.GetType(); TempState state; if (!_tempNotifTable.TryGetValue(tp, out state)) { return; //if the key wasn't in there, then this notif type shouldn't be cached } if (state != null) { if (state.Notif != null) { return; } state.Notif = notif; } else { state = new TempState(); state.Notif = notif; state.Fields = tp.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance); _tempNotifTable[tp] = state; } foreach (var f in state.Fields) { try { f.SetValue(notif, null); } catch { } } }
public static void Reset() { TempState = TempState.NONE; if (_remoteGuideDict != null) { _remoteGuideDict.Clear(); _remoteGuideDict = null; } _isStepup = false; if (_guideModule != null) { _guideModule.Remove(0); _guideModule = null; } _openDict = new Dictionary <ModulePB, List <FunctionEntryPB> >(); }
// Use this for initialization void Start () { fader = FindObjectOfType<ScreenFader>(); Debug.Log(fader); fader.FadeToClear(); tempStateHolder = GameObject.Find ("TempState"); if (tempStateHolder) { tempState = tempStateHolder.GetComponent<TempState> (); } if (tempState.state ["Winner"] == "Player") { results.text = "PLAYER <b>1</b> VICTORY! (>^__^)>"; p1UI.displayText.text = "1st place: Player 1!"; p2UI.displayText.text = "2nd place: Player 2"; } else if (tempState.state ["Winner"] == "Player 2") { results.text = "PLAYER <b>2</b> VICTORY! (>^__^)>"; p1UI.displayText.text = "2nd place: Player 1"; p2UI.displayText.text = "1st place: Player 2!"; } else { results.text = "DRAW"; } }
public UITemperature(double temp, TempState state, DateTime time, bool refresh) : this(time, refresh) { Temperature = temp; State = state; }